A new conscripts recce (Full Version)

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blue jay -> A new conscripts recce (7/31/2008 10:19:56 AM)

Firstly,
Hi all.

I've been lurking for a little while and am very thankful and appreciative of the support, information, humour and general madness offered by the community, Jason and Matrix. Not to mention John Tiller. Thankyou all, quality stuff [:)]

Background: Greying grognard looking for inspiration stumbled on a copy of Rising Sun Gold collecting dust on his bookshelf. One problem solved, not the greying, but several created(more of that in a minute). A month or so later discovered that JTCC was getting 'the patch'/'fix' 1.03. Ordered JTCC, it arrived, waited for 1.03 release to get a clean start....delayed install awaiting 1.03 fix. Persisted with 'learning the Infantry method' via Rising Sun Gold.

Problem: 'The Jungle Fortress' Kokoda Campaign Scenario 6. "Ouch". Top VH, light jungle, contains a 5SP and 3SP Elite infantry, no leader, no hex improvement(from what my dimming vision can see, though wondering if there is an invisible cave underneath the scrub/jungle). Bombardment with x2 25lbers, x1 3" Mortar, two salvos each per turn. Five turns later....zilch, nada, zero disruption on any turn, nor damage. Not so much as a scratch?

Question 1: I've got the engineer x3 6SP solution. But is this the norm for Artillery in the talonsoft Rising Sun world? How did it change in the Matrix editions, with or without 1.03?

I can understand light jungle being a marginal impediment to HE but this stuff appears to be armor plated....frustrating.

Looking forward to stepping up to JTCC but will await the corrections.....

Question 2: how large will the patch of 1.03 be? Not on broadband here.

Thanks all

blue jay





1925frank -> RE: A new conscripts recce (7/31/2008 8:39:05 PM)

blue jay,

I believe indirect artillery is totally ineffective against caves. Most artillery will be virtually ineffective against pill boxes, and most artillery will have limited effectiveness against bunkers. What you probably have is a cave.

Perhaps the best way to see whether there is a cave is to put your view on 2d and then use the options menu to remove the units. Sometimes the 2d view shows improvements better than the 3d views.

Another way, if you are on the 3d screens, is to push "u," which will bring up the unit screen on the right. This will also display the nature of the terrain and should identify any improvements to the terrain.

The only caveat is if you have fog-of-war on, then you won't be able to see an improvement unless you have a line of sight to the hex, but you appear to have a line of sight to the hex.

See if that helps.




cw58 -> RE: A new conscripts recce (8/1/2008 1:13:15 AM)

Hi blue jay, and welcome to the board.

I would agree with 1925frank about the artillery. You have to be pretty close with it to have any effect at all, at least on fortifications.

Another way to tell if your opponent is in a cave is by pressing the "U" key, which brings up the Unit List. If there's a lot of units in the hex, you may have to click-and-drag to the bottom of the list. If there's a cave, you should see something like "Building(CV)". Sometimes that info is hidden, but if you can see the units, you should be able to see the cave. Press "U" again to hide the Unit List.

As to your question about the 1.03 patch; if you mean the 1.03 'fix', then I have no idea (as it's not yet out). But if you mean the official 1.03 Upgrade, then that puppy weighs in at about 213MB zipped [sm=00000116.gif]. At least, that what I'm showing on my hard drive. Good luck with that. [8|]




blue jay -> RE: A new conscripts recce (8/1/2008 10:33:17 AM)

Thanks Frank & CW,

Second run, cave it is. I need a revision of strategy....force rendered pretty much useless despite MV. A lot to adjust in my strategies....particularily prioritising targets. Ignore bunkers/pill boxes which aren't VH related would be a start [:D]

Learning, if only gradually and loving the dynamics.

Wondering about the balance? Clearly Kokoda is a watering down of the historical attrition(force originally withdrawn by end of scenario 4?) but it's seems a longway to go(10 scenarios) with my shoestring force....particularily if there is another field of bunkers.

I''m a stubborn creature, start a campaign...must finish it. Am I setting myself up for frustration at this point?....how does this campaign rate in terms of difficulty? 

edit: friend downloaded 1.03 for me, but reading Jason's comments it sounded like there will be a quick fix, for assault, visibility, and the '0' SP rebellion, on it's way in the next few weeks.....will await that before going west. Hoping the 'patch of the patch' isn't the whole 214MB [&:]

Thanks again
Jay







1925frank -> RE: A new conscripts recce (8/1/2008 4:40:59 PM)

blue jay,

I think it's only indirect fire that's ineffective against caves.  If you use artillery with direct fire on a cave, you should get results.  I think the cave increases the defensive value of the units within, but I don't recall by how much.

Pill boxes are considered hard targets, so to disrupte units within, you need something with a good hard attack value.  Most artillery will have minimal hard target attack value, so you usually need something else.  Also, I don't think you can assault pill boxes with tanks unless the tank has flame-throwing capabilities.

Bunkers are still soft targets, but I think they increase the defensive value of every unit within by ten, so an infantry platoon with a defense of 7 becomes an infantry platoon with a defense of 17.

The manual is really good on all the questions you may have about these defensive improvements.




blue jay -> RE: A new conscripts recce (8/1/2008 8:49:25 PM)


Thanks frank,
'Jungle fortress' doesn't allow for anything but pushing the mortar around. 25lb'ers are fixed. And, 'handily' the cave is positioned at the back of the mountain. I'd done a couple of the Island assaults where I'd just concentrated every piece of artillery(off screen and on) on one target at a time....indiscriminately, it sort of worked? Thanks for the 'soft' 'hard' target advice.

Reading the manual a fair bit...even went through all of 'The Blitz's' & Matrix forum threads....cut and pasting on the way (There is a wealth of knowledge around here). Though couldn't connect up to a couple of the resources Jason linked on The Wargamer(?). I struggle to remember all i read, cherry pick bits which appeal, and hope the rest is stored somewhere in my head for retrieval. Learning by being burnt?......first lesson was stacking more than 12SP....something I hadn't paid much attention too when i first started...Ooops.

I'm grateful for the prompts.

Next, balancing moving HQ's to maintain supply with the timing of attack/defence requirements.  Across largish maps with infantry and no transport....It's an art which eludes me at present.

It wouldn't be as good if it weren't a challenge....onward and thanks [:)]




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